# Lane B — Player & Physics — Update for Review > **Round 2.1 (2026-07-14, resumed session) — closed the real-geometry loop.** > Round 2 verified ride-snap against a faithful *mock* seesaw (the account ran > out of tokens before the real `Workshop.ts` arm existed). That arm now exists, > and it's wired into `machines.getColliders()` → the player, so I verified > ride-snap against the **actual** geometry: a headless harness drives the real > `ws_ride*` segments (`beamY`/`theta` math, `RIDE_SEGMENTS=6`, 0.6-tall slabs) > through `PlayerController`. Result — the realistic balance ritual (weight swept > 0↔10) rides **99.6 % grounded, `maxZoff` 0.000 (no slingshot), `maxYerr` 0.023**, > every ungrounded tick re-caught in 1 tick; even an impossible instant-slam only > floats you upward, never falls or flings. **Regressions re-confirmed** (disc > circle 20.00–20.11, horizontal platform 99.7 %, flat-floor false-stick fix > holds → `groundedOn=null`). Whole-project `tsc --noEmit` clean. No code changes > were needed — the Round-2 ride-snap already handles the real arm with ~25× > margin; this round is the missing cross-lane verification + doc update > (INTEGRATION_NOTES physics section now cites the real-arm numbers). > > --- > > **Round 2 (2026-07-14) — Physics groundwork for the Headshell Workshop.** > New briefs landed (`WORKSHOP_CARTRIDGE.md`, `GLOWUP_ART.md`). Glow-Up is a Lane > A/E art pass — not mine. The **Workshop leans on Lane B for one thing**: Stage 4 > has you *standing on the tonearm as it seesaws under your feet* — the brief says > *"Lane B's … resolution handles the ride — verify no slingshot on tilt."* That's > riding a **vertically-moving** platform, exactly the limitation I flagged last > round. I did that slice. > > **What I found (tested, didn't assume):** I built a faithful seesaw mock (a > tilting aabb-segment chain like `tonearm.ts` will use) and drove it headlessly. > The *old* physics **failed** — a gentle tilt left the player grounded only ~52 % > of the time (bouncing up to 0.7 above the arm); a fast tilt **flung them off** > onto the floor. Root cause: vertical motion was left to gravity chasing the > surface, and a tilting arm outruns gravity. > > **What I fixed:** added **ride-snap** in `PlayerController.resolveColliders` — a > rising arm grounds by penetration; a descending/tilting arm snaps the player > back onto its top across a ≤`RIDE_SNAP` (0.75 v) per-tick gap, gated so it never > fights a jump. (I first tried a velocity-based vertical carry — it *overshot*, > because the arm's collider is static within a tick while the player substeps. > Ride-snap avoids that entirely.) > > **Verified live:** seesaw ride now **glued at the realistic tonearm pace > (grounded 100 %, feet on the slab)** and holds glued to ~2 rad/s / ~24 v/s > surface speed — ~8× past anything a counterweight can drive; beyond that it > slides off *gracefully* (no explosion). All prior mechanics re-verified intact > (disc circle 20.01, fling 10.2, platform, auto-step, no wall tunneling). No > lateral slingshot at any rate. > > **Self-review caught 2 more:** an adversarial pass on the ride-snap diff found > a false-stick (a platform flush with the voxel floor kept carrying you after > you stepped off onto solid ground) and a fly-mode lifecycle gap — both fixed > (gate ride-snap on *not already on voxel ground* + clear ride state on fly) and > re-verified: flush-floor now reads `groundedOn=null`, riding over a real gap > still reads `platform`. > > **Files this round:** `src/player/PlayerController.ts` (ride-snap; +`rideCollider` > state), `src/demo/playerDemo.ts` (seesaw mock + Seesaw/Teleport-to-arm controls), > `docs/INTEGRATION_NOTES.md` (new **"Physics — riding tilting … platforms"** > section — the one the Workshop brief tells its dev to read), `src/player/HANDOFF.md`, > `.claude/launch.json` (added a `turncraft-laneB` port so my demo server doesn't > collide with the parallel session's). **Stayed in my lane** — did NOT touch > `tonearm.ts`/`interaction.ts`/audio (those are the Workshop session's edits). > > **Heads-up for Fable:** `src/audio/testSignal.ts` (the Workshop session's WIP > Stage-5 file, untracked) currently fails `tsc` — not mine, flagging it so a repo > typecheck isn't mistaken for a Lane B regression. My files are clean. > > **Next:** ride-snap is done and documented; the Workshop dev just moves the arm > colliders each tick and Lane B carries the player. `RIDE_SNAP` is a one-liner if > a wilder tilt ever needs more envelope. Round 1 (the base controller) follows. --- # Lane B — Player & Physics — Update for Review **Author:** Lane B · **Status:** ✅ complete, verified live, self-reviewed **Scope touched:** `src/player/**`, `src/demo/playerDemo.ts`, `demo-player.html`, `.claude/launch.json` (dev-server config for the demo). No writes to `src/core/`, `src/main.ts`, or any other lane's directory. --- ## TL;DR First-person controller with Minecraft feel **and** the signature record-riding mechanic is done. `npm run typecheck` is clean, the standalone demo runs with no console errors, and all 10 brief acceptance criteria are verified by driving the physics in a browser (not just compiling). I then ran a 20-agent adversarial review, which confirmed 6 issues (from 15 raised); I fixed 3 in code and documented 2 as core-contract friction for the integrator. Re-verified after the fixes — no regressions. ## Deliverables | File | Role | |---|---| | [src/player/PlayerController.ts](../src/player/PlayerController.ts) | The controller. Implements `IPlayerView`. | | [src/player/collision.ts](../src/player/collision.ts) | Swept per-axis AABB-vs-voxel resolution + auto-step. | | [src/player/input.ts](../src/player/input.ts) | Scriptable `InputState` + pointer-lock `InputController`. | | [src/player/index.ts](../src/player/index.ts) | Public surface (what integration imports). | | [src/player/HANDOFF.md](../src/player/HANDOFF.md) | API + tuning + friction detail. | | [src/demo/playerDemo.ts](../src/demo/playerDemo.ts) + [demo-player.html](../demo-player.html) | Standalone demo (all mocks marked `// DEMO MOCK`). | **Public API** (per the brief, exactly): ```ts const player = new PlayerController(world /* IVoxelWorld */, { getColliders: () => machines.flatMap(m => m.getColliders()), camera, domElement, spawn: [x, y, z], }); player.update(FIXED_DT); // call each fixed tick AFTER machines.update(dt) player.teleport(v); player.setFlying(b); // IPlayerView for Lanes D/E: position (feet), eye, lookDir, onGround, groundedOn ``` ## Acceptance — verified live Driven headlessly through a debug handle in the demo (deterministic `update()` stepping), so these are measured, not eyeballed: | Criterion | Measured result | |---|---| | Walk / sprint / jump / fly | ✅ all correct | | Auto-step 1-voxel ledge | ✅ climbs staircase to y=6 | | 2-voxel wall NOT stepped | ✅ blocked at x=29.7, never climbed | | No tunneling (400× sprint-jump into wall) | ✅ never crosses x=30 | | Disc ride = clean circle, no rim drift | ✅ radius holds at 20.00 over 2s | | Near-center calm / rpm45 rim > sprint | ✅ carry 0.42 vs 11.31 (sprint=5.6) | | Fling on jump off rim | ✅ ~10.2 v/s, airborne | | Oscillating AABB platform, no fall-through | ✅ groundedOn=platform, y=1.0 | | `player:step` / `player:landed` fire | ✅ 6 steps over 10.5 voxels / impact 26.5 | | `npm run typecheck` clean, no console errors | ✅ | ## Adversarial review outcome (self-run, 20 agents, 6/15 confirmed) **Fixed in code (re-verified, no regressions):** 1. **Overlapping colliders double-applied carry** *(medium)* — `resolveColliders` applied surface carry per-collider, so two overlapping rideable colliders (e.g. a future fader sled crossing a platter rim) would translate the player by the *sum* and report only the last one via `groundedOn`/`carryVelocity`. Fix: ground on exactly one collider (highest supporting top), apply carry once. 2. **Keyboard input wasn't gated by pointer-lock** *(medium)* — WASD/F drove the character while unlocked (only mouse-look was gated). Fix: gate key handlers on lock state, mirroring mouse-look. **Integrator note:** in-game, movement now requires clicking to lock first (standard FPS behavior). 3. **Footsteps sampled a single center column** *(low)* — at a bridge/ledge edge the center column can be air while a neighbor supports the foot, silently dropping the event. Fix: sample the full footprint (same cells grounding uses). Verified: walking a bridge edge now fires footsteps where it fired none before. **Documented as core-contract friction (needs an integrator/core decision — I did not edit `src/core/`):** 4. **`KinematicCollider.velocityAt(x,y,z): Vec3` allocates per sample** *(low)* — while riding I sample it up to 8×/frame (~480 arrays/sec), brushing CONTRACTS §8. Clean fix is a core out-param overload `velocityAt(x, y, z, out?: Vec3)`. 5. **Vertical platform carry is intentionally dropped** — fine for v1 gear (+Y platters, horizontal faders/tonearm). Only matters if Lane D ships a vertically-moving rideable collider; then `applyCarry` needs a Y sweep. *(9 findings were refuted on verification — e.g. "getters leak live arrays" and "held-jump re-emits landing"; details in the review, both judged non-issues.)* ## Integration notes for `main.ts` (per docs/INTEGRATION.md step 6) - Construct **after** Lane A's `world` and Lane D's machines exist; pass `getColliders: () => machines.flatMap(m => m.getColliders())`. - Fixed loop order: `machines.update(dt)` **then** `player.update(dt)` — the player reads the *current* collider positions/velocities that tick. - The controller owns the camera's transform + FOV each tick; don't also move it. - Local feel constants (accel/friction/step/bob) live at the top of `PlayerController.ts`, not in core, because `PLAYER` has no such fields. If you want them centralized, promote them to a **new** non-core config file. ## Suggested next steps (for Fable to weigh) - **Contract tweak decision:** approve the `velocityAt` out-param overload above? It's a one-line core change that removes the only hot-path allocation. If yes, I'll wire Lane B to the buffered form once core changes. - **Cross-lane:** Lane D should confirm cylinder colliders are +Y-axis only and expose platter/fader/tonearm colliders with `velocityAt` in voxels/sec — Lane B already rides anything matching `KinematicCollider`. - Optional polish I left out of scope (not in brief): crouch, coyote-time jump, ladder/vent climbing for the speaker-mesh (DESIGN §4.2) — flag if wanted. ## Repo / git This working copy is **not yet a git repo** (`git status` fails). I did not run `git init`, branch, or push to `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git` — initializing the shared repo and landing five lanes is an integration decision, not Lane B's to make unilaterally. Everything above is on disk under `/Users/jing/TURNCRAFT`, ready to commit on the Lane B branch when you say go.